Brand Build Guide (Bottom) - 938 matches this week

Starting Items:

Starting Items

These are Plat+ players' starting items for Brand.

We've taken the most popular starting items and sorted them by win rate.

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These are players' starting items for Brand.

Common First Items Purchased:

First Items Purchased

These are Plat+ players' few first purchases for Brand.

This is useful for finding out if players are buying things like BF swords or vamp sceptors before they finish other big items that often appear first in build guides.

We've taken the most popular first few items and sorted them by how often we've seen them. This should help provide some insight into how players build items.

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These are players' few first purchases for Brand.

Brand Item Build:

Item Build

These are the items Plat+ players buy for Brand.

We've taken the most popular builds and sorted them by win rate. We've taken special care to take partial builds into account when determining "popular" builds; otherwise, you'd see weird final builds that are more representative of long / stalemate games than regular games.

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.

Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 10 min. Stopwatch has a one time use Stasis effect.

Reduces the cooldown of Zhonya's Hourglass, Guardian Angel, and Gargoyle Stoneplate by 15%.

Perfect Timing

Cosmic Insight

+5% CDR+5% Max CDR+5% Summoner Spell CDR+5% Item CDR

Cosmic Insight

Dark Harvest

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.

Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.